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WJF
Overall Champion
The competitor who has the highest total score from all competitions including
balls, rings, clubs, 360s, moves, and endurance will win the title of
WJF Overall Champion.
Prize money for individual events and for the title of WJF Overall Champion
will be posted here soon.
Beginner
(16 years old and younger, male or female), Intermediate (All Ages, male
or female), Men’s Advanced (Males, all ages), and Women’s
Advanced (Females, all ages) for balls, rings and clubs
Beginner competitions start at 3 balls, 3 rings and 3 clubs
Intermediate competitions start at 4 balls, 4 rings and 3 clubs
Advanced competitions start at 5 balls, 5 rings and 3 clubs
Routine Time: 3 minutes max
(There is no minimum requirement for time)
Competitors may do as many moves as they can fit in the allotted time.
Each move will be evaluated and scored by each individual judge in real
time. Point values for moves will be determined by the number of objects
being juggled multiplied by the difficulty factor which will be determined
by each individual judge.
How to get high scores
The A-Jury will be scoring the following elements:
360s and 180s
360s and 180 must re-enter the basic pattern or connect to another pattern
for a full qualifying run of the number of objects being juggled. A 360
or 180 to a collect or to less than twice the number of throws as objects
being used, receives no points.
Any throwing or catching variation including body throws, back-crosses,
shoulder throws, overhead throws, and under the leg throws
Throws that travel between the legs, behind the back, over the shoulder,
over the head, under the legs, or the reverse versions of any of these
throws, must be executed for the following number of minimum throws, based
upon how many objects are being used:
3 objects: 4 times through the pattern (either as the same move, or in
combination with other moves for a total of 4 times through the pattern)
4 objects: 3 times through the pattern (either as the same move, or in
combination with other moves for a total of 3 times through the pattern)
5 objects and above: 1 time through the pattern
Once 5 objects is reached, you can execute the move for 5 throws (using
both hands) to a gather and not continue to juggle, for the bare minimum
points for that move. However, you will score higher by either continuing
the pattern for 2,3, or 4 times through the pattern, by re-entering the
basic pattern or connecting to another pattern.
One handed moves must always re-enter the pattern.
(one handed moves are defined as one hand keeping the basic pattern, and
the other hand making a body throw, back-cross, shoulder throw, under
the leg throws, etc.)
Site Swaps
Site Swaps must be executed for a certain amount of repetitions, based
upon the sum of the differences between the nearby standing numbers in
the site swap notation.
For example:
The sum of a 97531 would be calculated by taking the difference between
the nearby standing numbers and then adding those numbers together:
9-7=2
7-5=2
5-3=2
3-1=2
and you add 2+2+2+2 to get 8
Site Swaps with a sum of 3 or less must be repeated 6 times
Site Swaps with a sum of 4 must be repeated 4 times
Site Swaps with a sum of 5 must be repeated 2 times
Site Swaps with a sum of 6 or more must be done once
Any 6 and 7 club site swaps only need be executed once
(For five objects and below, all site swaps must re-enter the basic pattern
or connect to another pattern for a qualifying run. For seven or more
objects, the site swap only has to be executed for the minimum number
of repetitions required. Collecting to a stop afterwards is acceptable.
Exceptions will be made for site swaps done for only one repetition if
the judges determine that the site swap was difficult enough to be a one-repetition
move)
Connections
Connections are defined as one move being executed immediately following
another move with no throws of a basic pattern in between. After the final
move of a connection is executed, a qualifying run of the pattern is required
for the last move to receive credit. Connection bonus points are awarded
based upon the difficulty of the moves that are connected.
Balancing or head bouncing while Juggling
To receive points by combining balancing or head bouncing with juggling,
the balanced object must have started off as part of the juggling pattern,
and then placed to a balance or thrown to a bounce while the remaining
objects continue to be juggled for a minimum qualifying run. It must be
the same object that is designated by the prop category within which it
is used. (Head bouncing a ball can only be done in the ball competition,
balancing a club can only be done in the club competition, balancing a
ring can only be done in the ring competition)
Balancing and head bouncing moves can only be done two times per routine,
and only if done with two separate juggling moves.
Originality
If a move is considered by the judges to be original, it may receive additional
points if it is also difficult and in keeping with the aesthetics of sport
juggling. It has to be original, difficult, and look good too. These are
the parameters that the judges will be scoring by and it will be up to
them to determine what is original, difficult and aesthetically pleasing.
Repetition
Each move can be done once by itself, and then once in connection with
another move. Moves repeated more than 2 times will receive no points.
The B-Jury will deduct points as follows:
1. Unintentional and/or unnecessary movement of the feet
2. Drops
3. Bad form
4. Collisions
5. Unintentional catching of clubs on the wrong end
6. Falling down
TEAMS COMPETITION
Teams Club Passing: Maximum of 2 people per team. Minimum of 6 clubs.
Routine Time: 4 minutes max
(There is no minimum requirement for time)
Team competitors may do as many moves as they can fit in the allotted
time. Each move will be evaluated and scored by each individual judge
in real time. At the end of each routine, all the move scores will be
added up and averaged between the judges individual scores.
How to get high scores:
The A-Jury will be scoring the following elements:
360s and 180s
360s and 180s must re-enter the basic pattern or connect to another pattern
for a full qualifying run of the number of objects being juggled. A 360
or 180 to a collect or to less than twice the number of throws as objects
being used, receives no points.
Any throwing or catching variation including body throws, back-crosses,
shoulder throws, overhead throws, and under the leg throws
Throws that travel between the legs, behind the back, over the shoulder,
over the head, under the legs, or the reverse versions of any of these
throws, must be executed for the following number of minimum throws, based
upon how many objects are being used:
6 and 7 Clubs:
Two count pattern: 6 throws per person (can be done by one or both competitors)
One count pattern: 12 throws per person (can be done by one or both competitors)
8 Clubs:
Two count pattern: 4 throws per person (can be done by one or both competitors)
One count pattern: 8 total throws (can be done by one or both competitors)
9 objects and above:
Two count pattern: 5 throws per person (can be done by one or both competitors)
One count pattern: 10 total throws (can be done by one or both competitors)
Combination Patterns
(A combination pattern is achieved by combining two or more kinds of throws
to create a sequence of moves that can be continuous. For example, two
count passing with the right hand throwing a tomahawk, followed by a shoulder
throw, followed by a body throw)
Combination patterns must be done for a certain amount of repetitions,
based upon how many objects are being used.
6 and 7 clubs:
Two count pattern: 6 passes per person (can be done by one or both competitors)
One count pattern: 12 total throws (can be done by one or both competitors)
8 clubs:
Two count pattern: 4 throws per person (can be done by one or both competitors)
One count pattern: 8 total throws (can be done by one or both competitors)
9 objects and above:
Two count pattern: 5 throws per person (can be done by one or both competitors)
One count pattern: 10 total throws (can be done by one or both competitors)
(All combinations must re-enter the basic pattern or connect to another
pattern for a qualifying run)
Connections
Connections are defined as one move being executed immediately following
another move with no throws of a basic pattern in between. After the final
move of a connection is executed, a qualifying run of the pattern is required
for the last move to receive credit. Connection bonus points are awarded
based upon the difficulty of the moves that are connected.
Originality
If a move is considered by the judges to be original, it may receive additional
points if it is also difficult and in keeping with the aesthetics of sport
juggling. It has to be original, difficult, and look good too. These are
the parameters that the judges will be scoring by and it will be up to
them to determine what is original, difficult and aesthetically pleasing.
Repetition
Each move can be done once by itself, and then once in connection with
another move. Moves repeated more than 2 times will receive no points.
Other Competitions
360s Competitions
3 clubs, 5 clubs, 5 rings and 5 balls
Competitors will have one (1) minute to execute as many 360s as they can
with all objects in the air. A 3-club 360 is considered successful when
the competitor makes an additional three (3) throws following the 360
as either a basic pattern, or as the start of the next 360. If less than
3 throws are made as a result of a drop or collecting, the previous 360
will not be added to the score. With five objects, five throws must be
made following the 360 for the 360 to be accepted. 360s must start from
a juggling pattern and each object must be thrown one at a time. Time
will start once the first 360 is attempted. At fifty-five seconds, a five
second call may be announced at the competitor request. Once the final
time is announced, no further 360s will count. If time is called after
a 360 has been started, the competitor will get credit for that 360 if
they complete the required amount of throws following the 360.
(Competitors may attempt 720s or 1080s if they choose, and they will get
credit for each turn if done with all objects in the air)
720s Competition
(3 clubs only)
Competitors will have one (1) minute to execute as many 720s as they can
with all objects in the air. A 3-club 720 is considered successful when
the competitor makes an additional three (3) throws following the 720
as either a basic pattern, or as the start of the next 720. If less than
3 throws are made as a result of a drop or collecting, the previous 720
will not be added to the score. Time will start once the first 720 is
attempted. At fifty-five seconds, a five second call may be announced
at the competitor request. Once the final time is announced, no further
720s will count. If time is called after a 720 has been started, the competitor
will get credit for that 720 if they complete the required amount of throws
following the 720.
5 Club, 7 Ball, and 7 Ring Move Competitions
Competitors will have ninety seconds per competition to attempt their
most difficult moves. Points will be awarded for moves that the competitors
execute. Only moves that the judges determine to be extremely difficult
and rarely if not ever performed will count. No points will be deducted
for drops or any other errors.
Endurance Competition
Solo categories include: balls, rings, clubs and ball bouncing
Teams (consisting of two people) categories include: balls, rings, and
clubs
Definition of Endurance Juggling:
A qualifying run consists of twice the number of catches as there are
objects being juggled. For example, a qualifying run of 8 balls is 16
catches.
Anything less than a qualifying run does not qualify and the competitor
does not advance to the next level. For example, a competitor who gets
15 catches of 8 balls as their best attempt does not qualify at 8, nor
do they advance to the 9 ball level.
Preliminaries will determine the highest level all competitors qualify
at, and that will be the starting number for the finals.
Once a competitor starts an attempt at any given number of objects, their
two minute time begins. Once the competitor qualifies by making twice
the number of catches as there are objects being juggled, they then are
qualified to advance to the next level. The competitor that makes the
most catches with the highest number of objects will be awarded 1st place.
Team passing consists of 2 jugglers passing objects between the two of
them. Only catches made from passes originating from the other team member
count towards qualifying. In two count passing, each persons passes to
the other person counts towards their score. Twice the number of passes
as there are objects being juggled is a qualifying run. If an ultimate
passing pattern is used, all throws that are caught by the other team
member count toward the overall score as all hands are passing to the
other team member.
Once a team has qualified by making twice the number of catches as there
are objects being juggled, they then are qualified to advance to the next
level. The team that makes the most catches with the highest number of
objects will be awarded 1st place.
The 3 ball, diabolo and Box Manipulation Competition rules will be posted
shortly.
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